If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

3D Dot Game Heroes

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

3D Dot Game Heroes

Developer: Silicon Studio
Publishers: FromSoftware (JP), SCEI (KR), Atlus (US), SouthPeak Games (EU/AU)
Platforms: PlayStation 3
Released in JP: November 5, 2009
Released in US: May 11, 2010
Released in EU: May 14, 2010
Released in AU: May 13, 2010
Released in KR: November 6, 2009


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Hmmm...
To do:
Everything on this page is currently from the North American release of the game, which came out a while after the game was first released in Japan. There's regional differences between the releases, and the game was updated a few times before it was released in NA, so there might be some stuff to look for.

3D Dot Game Heroes is when you take the gameplay of a classic top-down Legend of Zelda game, put it in 3D, and then give the player a giant sword that can pass through walls. There's even an added character creator so you can play as a chicken if you absolutely need to.

Unseen Graphics

Reflection Textures

Some of the reflection textures found show environments not in the game.

Dungeon Reflection

A reflection texture exists for what appears to be an interior of a dungeon.

3DDotGH orb dungeon.png

Outdoors Reflection

A reflection texture exists for what looks like a very early version of the game; the environment in the reflection appears to be directly pulled from the original The Legend of Zelda, ported to 3D.

3DDotGH orb zelda.png

Unused Graphics

Hmmm...
To do:
Cover the placeholder loading screen graphics.

Opening Cutscene Graphics

Some graphics related to an early version of the opening cutscene can be found in data/Opening/Opening.ps3.tpk.
Instead of using these graphics the ending cutscene plays a pre-rendered video file.

Graphic Shot Number Graphic Shot Number
3DDotGH opening1.png Shot 1 3DDotGH opening2.png Shot 2
3DDotGH opening3.png Shot 3 3DDotGH opening4.png Shot 4
3DDotGH opening5.png Shot 5 3DDotGH opening6.png Shot 6
3DDotGH opening7.png Shot 7 3DDotGH opening8.png Shot 8
3DDotGH opening9.png Shot 9 3DDotGH opening10.png Shot 10
3DDotGH opening11.png Shot 11 3DDotGH opening12.png Shot 12
3DDotGH opening13.png Shot 13 3DDotGH opening16.png Shot 16

Notable Cutscene Graphics

In the palace interior cutscene shots, the princess has a different design where she's colored blue instead of pink.

Graphic Shot Number
3DDotGH opening14.png Shot 14
3DDotGH opening15.png Shot 15

An early screenshot present in the early opening cutscene uses an early version of the mini-map in the upper right corner.

3DDotGH opening screen.png

Editor Icons

Some renders for trees and other objects that would appear in the world that appear to be from the scrapped level editor.

Opening Village

The 2D sprite village that's used in the opening cutscene for the transition from 2D to 3D is present; the layout appears to be an early version of the first village.

3DDotGH opening village.png

Ending Cutscene Graphics

Some screenshots used for an early version of the ending cutscene can be found in data/Ending/Ending.ps3.tpk.
Instead of using these graphics the ending cutscene plays a pre-rendered video file.

Shot 1

Shot 1 features an early view of Dotnia Castle, which has no red banners present. The text used for Shot 1 is also different from the other shots.

3DDotGH endcred1 1.png
3DDotGH endcred1 2.png

Shot 2

Shot 2 features an early version of the first village.

3DDotGH endcred2 1.png
3DDotGH endcred2 2.png
3DDotGH endcred2 3.png

Shot 3

Shot 3 features an early view of the Grass Temple entrance, where it's closed off by a wall in front.

3DDotGH endcred3 1.png
3DDotGH endcred3 2.png

Shot 4

Shot 4 features an early version of the Forest Temple entrance. One of the images for Shot 4 uses different text styling.

3DDotGH endcred4 1.png
3DDotGH endcred4 2.png
3DDotGH endcred4 3.png
3DDotGH endcred4 4.png

Shot 5

Shot 5 features an early version of the Wind Temple entrance.

3DDotGH endcred5 1.png
3DDotGH endcred5 2.png

Shot 6

Shot 6 features an early version of the Water Temple entrance.

3DDotGH endcred6 1.png
3DDotGH endcred6 2.png
3DDotGH endcred6 3.png
3DDotGH endcred6 4.png

Shot 7

Shot 7 features an early version of the Fire Temple entrance.

3DDotGH endcred7 1.png
3DDotGH endcred7 2.png
3DDotGH endcred7 3.png

Shot 8

Shot 8 features an early interior to the Fire Temple.

3DDotGH endcred8 1.png
3DDotGH endcred8 2.png
3DDotGH endcred8 3.png
3DDotGH endcred8 4.png

Shot 9

Shot 9 features an early version of the Desert Temple entrance.

3DDotGH endcred9 1.png
3DDotGH endcred9 2.png
3DDotGH endcred9 3.png

Shot 10

Shot 10 features an early version of the graveyard in the lower left of the world.

3DDotGH endcred10 1.png
3DDotGH endcred10 2.png

Shot 11

Shot 11 features an early version of the final dungeon.

3DDotGH endcred11 1.png
3DDotGH endcred11 2.png

Shot 12

Shot 12 features an early version of the Dotnia Castle Throne Room.

3DDotGH endcred12 1.png
3DDotGH endcred12 2.png
3DDotGH endcred12 3.png
3DDotGH endcred12 4.png
3DDotGH endcred12 5.png

Shot 13

Shot 13 features an early version of the hero's sword pedestal, which uses the default wooden sword.

3DDotGH endcred13.png

Safearea

A graphic likely used for debugging the placement of UI graphics on the screen can be found in data/SafeArea/SafeArea.ps3.tpk.

3DDotGH safearea.png

Early Mini-map Section

In each section of the overworld a mini-map is displayed based on the section you're in.
An early mini-map for section 27 of the map can be found in data/UserInterface/radar/radarMap/radar_27.ps3.tpk, while the final used version can be found in data/UserInterface/radar/radarMap/radar_27_eng.ps3.tpk.

Early Final
3DDotGH radar 27.png
3DDotGH radar 27 eng.png

Early Item Icons

Some early icons for some of the items can be found in data/UserInterface/Status/. Most of the designs remain the same, with the exception of the Wire Rod.

Hmmm...
To do:
Find a way to get the wire rod graphic properly extracted, as it's stored in the texture files differently than the other icons.

Placeholder Store Sword Icons

In the texture files for the general store, some placeholder item icons can be found that use an early version of the sword graphic, numbered 1 to 12.

Early Fish Sword Texture

An early version of the Fish Sword's texture is found alongside the final version.

3DDotGH early sword fish.png

3DDotGH final sword fish.png

Unused Items

Every collectible item in the game that can be used has an item ID; some items found in the item ID list aren't used anywhere in the game.

Early Swords

Item IDs 1 - 3 are for early sword items that could be collected.

Name Icon ID
Normal Sword 3DDotGH item noicon.png 1
Silver Sword Icon Replaced 2
Master Sword Icon Replaced 3

Rope

Name Icon ID
Rope Icon Replaced 8

Flute

Name Icon ID
Flute Icon Replaced 9

Early Arrow

An early version of the arrow item; the icon is different than the final arrow graphic.

Name Icon ID
Early Arrow 3DDotGH item earlyarrow.png 10
Final Arrow 3DDotGH item arrow.png 36

Light Bow & Arrow

Items referred to as the light bow and arrow; they would have functioned as an upgrade to the regular bow and arrows, possibly functioning similar to the light bow in The Legend of Zelda series, where enemies are killed instantly.

Name Icon ID
Light Bow Icon Replaced 11
Light Arrow (1) Icon Replaced 42

Early Shields

Item IDs 12 - 14 are for early shield items that could be collected.

Name Icon ID
Normal Shield Icon Replaced 12
Silver Shield Icon Replaced 13
Master Shield Icon Replaced 14

Red Juice

Possibly an early version of the Red Potion.

Name Icon ID
Red Juice Icon Replaced 22

Safety Boots

In the final game there are two pairs of boots, the Dash Boots and the Miracle Boots. The "Safety Boots" might have been an upgrade inbetween these items.

Name Icon ID
Safety Boots Icon Replaced 43

Extra Dungeon Maps

Item IDs 52 and 53 are for extra dungeon maps that would have been for more dungeons, if more had been added past the final dungeon. In the texture file they both use the "missing" icon.

Name Icon ID
Dungeon MAP 8 3DDotGH item missingicon.png 52
Dungeon MAP 9 3DDotGH item missingicon.png 53

Unlocking Bomb

An item for another bomb can be found that is used to unlock the ability to use bombs.

Name Icon ID
Bomb (for acquisition) 3DDotGH item missingicon.png 66

Invisibility Cloak

An item referred to as the Invisibility Cloak; there are remnants of data for it elsewhere in the files, which might mean its ability could be restored.

Name Icon ID
Invisibility Cloak 3DDotGH item invisibilitycloak.png 79

Big Bomb

A bigger version of the bomb, that might have been used for something that would need a bigger explosion.

Name Icon ID
Big Bomb 3DDotGH item bigbomb.png 80

Power Drink

An item called the Power Drink that might have been an early version of the Elixir. It can be seen in some of the loading screen art.

Name Icon ID
Power Drink 3DDotGH item powerdrink.png 82

Barrier

An item called Barrier with no additional data.

Name Icon ID
Barrier 3DDotGH item missingicon.png 85

Hourglass

An item called Hourglass with no additional data.

Name Icon ID
Hourglass 3DDotGH item missingicon.png 86

Minigame A Items

Items listed after the swords that would have either been rewards or items for use in the minigames.

Name Icon ID Name Icon ID
Item 1 for mini game A 3DDotGH item missingicon.png 119 Item 6 for mini game A 3DDotGH item missingicon.png 124
Item 2 for mini game A 3DDotGH item missingicon.png 120 Item 7 for mini game A 3DDotGH item missingicon.png 125
Item 3 for mini game A 3DDotGH item missingicon.png 121 Item 8 for mini game A 3DDotGH item missingicon.png 126
Item 4 for mini game A 3DDotGH item missingicon.png 122 Item 9 for mini game A 3DDotGH item missingicon.png 127
Item 5 for mini game A 3DDotGH item missingicon.png 123 Item 10 for mini game A 3DDotGH item missingicon.png 128

Minigame B Items

Items listed after the swords that would have either been rewards or items for use in the minigames.

Name Icon ID Name Icon ID
Item 1 for mini game B 3DDotGH item missingicon.png 129 Item 6 for mini game B 3DDotGH item missingicon.png 134
Item 2 for mini game B 3DDotGH item missingicon.png 130 Item 7 for mini game B 3DDotGH item missingicon.png 135
Item 3 for mini game B 3DDotGH item missingicon.png 131 Item 8 for mini game B 3DDotGH item missingicon.png 136
Item 4 for mini game B 3DDotGH item missingicon.png 132 Item 9 for mini game B 3DDotGH item missingicon.png 137
Item 5 for mini game B 3DDotGH item missingicon.png 133 Item 10 for mini game B 3DDotGH item missingicon.png 138

Minigame C Items

Items listed after the swords that would have either been rewards or items for use in the minigames.

Name Icon ID Name Icon ID
Item 1 for mini game C 3DDotGH item missingicon.png 139 Item 6 for mini game C 3DDotGH item missingicon.png 144
Item 2 for mini game C 3DDotGH item missingicon.png 140 Item 7 for mini game C 3DDotGH item missingicon.png 145
Item 3 for mini game C 3DDotGH item missingicon.png 141 Item 8 for mini game C 3DDotGH item missingicon.png 146
Item 4 for mini game C 3DDotGH item missingicon.png 142 Item 9 for mini game C 3DDotGH item missingicon.png 147
Item 5 for mini game C 3DDotGH item missingicon.png 143 Item 10 for mini game C 3DDotGH item missingicon.png 148